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General Tabletop Discussion
*TTRPGs General
What TTRPGs Excel At Not Having Combat?
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<blockquote data-quote="Benjamin Olson" data-source="post: 9790048" data-attributes="member: 6988941"><p>I'd quibble with the degree, but combat is decidedly not front and center of the Star Trek Adventures game. Arguably the game steers you away from it more than the shows steer away from it.</p><p></p><p>I've been playing Star Trek adventures for four of five sessions and we've had no violent combat other than one duel staged between two player characters as a ruse. We are definitely looking at an imminent starship battle next session, and the potential for violent conflict is often in the background, so combat is definitely an integral part of the game. But, like the show, you spend a fair number of episodes mostly just solving sci-fi science mysteries, exploring strange new worlds, conducting diplomacy, and untangling moral quandaries. Part of the character advancement (and potentially regression) is based around an end of session reputation roll and you make your roll more difficult if you used deadly force or used force for any ends other than protecting self, ship, crew, or innocent life. Also compared to the trek shows where repairs and healing tended to convientienly happen off screen unless there was a compelling narrative reason for them not to, in the game, depending on your game master and the overall campaign, you may have to deal with the consequences and/or plan the logistics of fixing those situations. So the game has a bit of a thumb on the non-violent solutions scale.</p><p></p><p>I specified "violent combat" at the beginning of the prior paragraph because the game has a system of "social combat" for when a tense social situation requires the sort of turn by turn approach of a combat encounter, which is definitely an interesting wrinkle. I wanted to try out the game mainly because I was interested in trying out a less combat oriented rpg system after years of D&D, especially as I work on designing my own systerms, as I think a mono-focus on (overly complicated) combat is the achilles heel of D&D. I'm not sure Star Trek Adventures is the one for me as a major part of my ttrpg diet. I find the some of the core mechanics hard to really get comfortable with, and, fundamentally, trying to adapt a scripted television show where characters are always having 11th hour epiphanies that solve everything to a ttrpg has serious issues. But it has definitely given me a lot of cool ideas to work with. And I have not been disappointed by the lack of combat.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9790048, member: 6988941"] I'd quibble with the degree, but combat is decidedly not front and center of the Star Trek Adventures game. Arguably the game steers you away from it more than the shows steer away from it. I've been playing Star Trek adventures for four of five sessions and we've had no violent combat other than one duel staged between two player characters as a ruse. We are definitely looking at an imminent starship battle next session, and the potential for violent conflict is often in the background, so combat is definitely an integral part of the game. But, like the show, you spend a fair number of episodes mostly just solving sci-fi science mysteries, exploring strange new worlds, conducting diplomacy, and untangling moral quandaries. Part of the character advancement (and potentially regression) is based around an end of session reputation roll and you make your roll more difficult if you used deadly force or used force for any ends other than protecting self, ship, crew, or innocent life. Also compared to the trek shows where repairs and healing tended to convientienly happen off screen unless there was a compelling narrative reason for them not to, in the game, depending on your game master and the overall campaign, you may have to deal with the consequences and/or plan the logistics of fixing those situations. So the game has a bit of a thumb on the non-violent solutions scale. I specified "violent combat" at the beginning of the prior paragraph because the game has a system of "social combat" for when a tense social situation requires the sort of turn by turn approach of a combat encounter, which is definitely an interesting wrinkle. I wanted to try out the game mainly because I was interested in trying out a less combat oriented rpg system after years of D&D, especially as I work on designing my own systerms, as I think a mono-focus on (overly complicated) combat is the achilles heel of D&D. I'm not sure Star Trek Adventures is the one for me as a major part of my ttrpg diet. I find the some of the core mechanics hard to really get comfortable with, and, fundamentally, trying to adapt a scripted television show where characters are always having 11th hour epiphanies that solve everything to a ttrpg has serious issues. But it has definitely given me a lot of cool ideas to work with. And I have not been disappointed by the lack of combat. [/QUOTE]
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